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FlRe Dova Torem

4 Flash of Lighc

Conjuration [Fire, Totem] Level: Shaman/Witch Doctor 4 Components: V, S Casting Time: 1 standard action Range: 0 ft. Area: 20-ft.-radius burst Duration: 2 rounds Saving Throw: Reflex half Spell Resistance: Yes

The totem does nothing on the round you create it, but releases an intense wave of flame in all directions on the following round. This flame deals 1d8 points of fire damage per caster level (maximum 15d8) to all creatures in the area, including you.

Flame Shoch

Evocation [Fire] Level: Shaman/Witch Doctor 2 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature

Duration: Instantaneous and up to 3 rounds Saving Throw: Reflex partial Spell Resistance: Yes

You create a floating sphere of fire and hurl it at the target. The sphere deals 1d4 points of fire damage per caster level (maximum 10d4). In addition, the target must make a Reflex save to avoid being set on fire.

Frosc Shoch

Evocation [Cold] Level: Shaman/Witch Doctor 4 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes

You gather the moisture in the area into a ball, then freeze it solid and launch it at a target. To hit the target, you must make a ranged touch attack. If this attack succeeds, the target takes 1d6 points of cold damage per caster level (maximum 15d6) and is chilled for 1 round. A successful Fortitude save negates the chill effect.

Frosc Shock LesseR

Evocation [Cold] Level: Shaman/Witch Doctor 2

This spell functions like frost shock, except that it deals 1d4 points of cold damage per level (maximum 10d4). There is no chilling effect.

Conjuration (Healing) Level: Argent Dawn Templar 1, Paladin 1, Priest 1 Components: V, S Casting Time: 1 immediate action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Will half (harmless); see text Spell Resistance: Yes (harmless); see text

You call upon the Light to immediately heal the wounds of an ally, curing 1 point of damage per level (maximum 5).

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Frosc Shock CjReaceR

Evocation [Cold] Level: Shaman/Witch Doctor 6

This spell functions like frost shock, except that it deals 1d8 points of cold damage per level (maximum 15d8), and a target that fails its Fortitude is chilled for 3 rounds.

FROsc&ice

Evocation [Cold] Level: Mage 9 Components: V, S, M Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped burst Duration: Instantaneous

Saving Throw: Fortitude half; Reflex half (see text) Spell Resistance: Yes

Frostbite removes all the heat from a cone-shaped area, then creates dozens of shards of ice and launches them at all creatures in the area of effect. As the heat dissipates from the area, the spell deals 16d6 points of cold damage. Creatures that fail their Fortitude saves, in addition to taking full damage, are chilled for 2d4 rounds. Jagged shards of ice then strike all creatures in the area, dealing 16d6 points of slashing damage (Reflex half).

Material Component: A small crystal or glass cone.

Grounding Torem

Conjuration [Totem] Level: Shaman/Witch Doctor 8 Components: V, S Casting Time: 1 standard action Range: 20 ft.

Area: 20-ft.-radius burst centered on the totem Duration: 1 round/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

The totem creates a protective aura around all allies in the area of effect, granting them spell resistance equal 10 + caster level while they remain in the area.

Cjusr of (Uind

Evocation [Air] Level: Druid 2, Shaman/Witch Doctor 2 Components: V, S Casting Time: 1 standard action Range: 60 ft.

Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range

Duration: 1 round

Saving Throw: Fortitude negates

Spell Resistance: Yes

This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.

A Tiny or smaller creature on the ground is knocked down and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6 x 10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting. Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6 x 10 feet. Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6 x 5 feet. Large or larger creatures may move normally within a gust of wind effect.

A gust of wind can't move a creature beyond the limit of its range. Any creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the area of a gust of wind. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.

In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

Gust of wind can be made permanent with a permanency spell (minimum caster level 11th, 1,500 XP).

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